DirectX 11 and Wavefront .OBJ Files

I have to write a parser for .obj files as part of an assignment. Dw I'm not asking for answers to that (I already have written one!)

My question is what happens when I try to send the data to the graphics cards at the minute I send the data using the call

deviceContext->DrawIndexed( numIndice, 0, 0 );

Now the problem is this call only takes one Indice list whereas .obj stores 3 sets of indices; Normals, Vertices and UV Tex. Do I have to sort the data into vertex structures when I read it in? This is the confusing part because it seems like that would be quite a costly operation.

I'm using this structure currently

struct SimpleVertex
{
XMFLOAT3 Pos;
XMFLOAT2 Tex;
XMFLOAT3 Norm;
};

Anyway I'm rambling. If you know any articles on the topic or any other calls I should be using or just general arrangement of data. Let me know.

Re: DirectX 11 and Wavefront .OBJ Files

Well think about it. you said in your first post that you're not looking for answers. What do you have versus what the call to DrawIndexed() requires?

I have three sets of indices. One for Vertices, Indices and Normals. My question is is it better to sort the data into structs when I load the data in. Or is there some sort of method in DX11 that takes triangles? My only reference point for this is OpenGL GLUT libraries.